Fire Emblem 5, Thracia 776. Chapter 10: "Nowell Valley"

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In this chapter, ballistas are introduced. Ballistas become one of the most dangerous enemies in the game, not only because of their high range of 3-10, but also because of their high damage.

STRATEGY:

Normally the best strategy to get rid of the ballistae is to kill it at melle, as its range is 3-10, it cannot attack melle, but unfortunately in this strategy it will not work. (It will only work on the first bullet that is in front of you).
Ballistas protect each other, if you decide to attack a ballista, you will be in range of other ballistas, and that is a great danger and can mean the loss of some of your units. And for air units, it's an oneshoot, so be careful before you put it in range.

But here, I recommend going slow, be patient and be safe.
The best way is to burn out the ballista's ammo, for that you will have to put some unit with a high HP and DEF with some scroll in range of the ballista, it takes several turns before the ballista runs out of ammo and so you have to be patient.

A ballista out of ammo can do absolutely nothing, and is therefore no longer a danger. Just try to do the rest of the ballistas on the map.

Another problem is the Armor Knight, you won't see it very well, but the Armor Knight that are in front of the bridge are 3, they are in a terran effect of forts that gives you +10 DEF, 20 AVO. First of all, decide if it's really worth capturing him or not the first Armor Knight, because he has the Flame Sword that can help you a lot, but if you can't, kill him. You can kill him with magic which would be the easiest thing to do since forts don't give you magic resistance and you can kill him more easily, in case you don't have any units that can't use magic or you don't have the Flame Sword, Light Brand Earth Sword or other types of magic, I recommend using the Armorslayer or Hammer for these cases.

The house in the north and in the south, the rewards are so interesting that if you can I recommend you to get it ...... before the thieves decide to destroy it.

The northern house gives you the Staff Rescue, a very good item and I recommend it, this Staff brings an allied unit with infinite range and puts it in a unit adjacent to the unit that has used the Staff Rescue, this comes in handy if you have to rescue units that are exposed to danger, repositioning, etc..
The southern house, gives you the Ensorcel Staff, this works the same as Clear Water, Pure Water or Holy Water (or whatever it's called) What it does is boosts the magic (which also boosts the magic resistance).

For houses you can always use Karin which is the best option. Always try to be as close to the house as possible without catching the range of the ballistas, and the next turn visit the house and withdraw Karin to a safe place, in the same turn.

If, by chance, you can't go to the houses because you have too much pressure on the enemy units and ballistae, let it go.

Be cautious with the Bishop who has a magic tome with rank 3-10, Bolting. This tome also has a good critical hit rate so be careful.

When you cross a certain area of the map, Olwen and Fred will come up as ENEMY units, if you are near their stronghold, try to withdraw your units, until they decide to leave the map. When they are gone, resume.

Here's a DracoKnight that honestly can't tell you much here, sometimes this unit decides to go after your units, and other times it just stands there. (If you do run into him, try to kill him with Asbel with Grafcalibur, air magic, other magics, archers, etc.)

For the boss, it's a bit difficult to capture him, but if you manage to do so, you can get good weapons and a Master Seal. Since his constitution is high, you will be forced to use units with mounts like Finn or other units whose constitution is higher than the boss if you decide to capture him, in case you can't, kill him. Be cautious as this boss has a 10% chance of getting a second action.

TIPS:

ArmorKnights that are located inside the forts are immobile.

You can consume the ammo of the ballistae faster. Bringing Dagdar who has good HP and DEF with the accost skill allows for another round of combat, but make sure Dagdar has some scroll and receives frequent heals. Also make sure that if the 2nd round of combat he doesn't die (which sometimes happens, just make sure he's at full health and that he only gets one bullet at a time).

Another tip about the ballistas is, if you want to hold better, you can use the Forts to get more DEF and AVO to make it even easier.

The bridges you see that look incomplete can be opened with the Bridge Key or a Thief with the Lockpick. (Go south if you want to avoid the Bishop with his Bolting tome).







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Fire Emblem
Thracia 776



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